Colonial Marines moving forward

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Re: Colonial Marines moving forward

Post by NoahKirchner » 11 Jun 2018, 14:42

I think if you weaken xenos to the point where T3s cannot take on two or even three marines comfortably, we might start to see an OP marine force because of the sheer fire support that they tote around.

Personally, I'd like to see xenos remain a pretty formidable foe against a bunch of marines with just their rifles and shotguns, and instead see them rely on more common and more varied fire support, like mortars, orbital bombardments, tanks, CAS, et cetera. That's the entire reason for cave systems and what-not, is to keep fire support from being cheesed, so why not make that the strongest marine component? It still leaves the infantry useful, because they're still required to push, but now requisitions and shipside crew get a lot busier (which is good) because they have to load up the CAS, send down mortar equipment, ((load the orbital cannons one day maybe?)), all stuff that makes them feel like they are more directly impacting the round and which gives the marines vastly different gameplay from the aliens.

Not saying that, if this isn't the direction that'll be taken that the other option of evening out the forces on the ground is bad, it's just something that I think would be neat to see.
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Re: Colonial Marines moving forward

Post by Rohesie » 11 Jun 2018, 15:02

Even if a leadership is good, often change is positive after a while to keep things flowing and avoiding stagnation. I'm liking what I'm seeing so far. Keep it up!
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Re: Colonial Marines moving forward

Post by Gnorse » 11 Jun 2018, 15:29

This should be good.
a new era in CM's history.
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Re: Colonial Marines moving forward

Post by Mann handle » 11 Jun 2018, 15:38

NoahKirchner wrote:
11 Jun 2018, 14:42
I think if you weaken xenos to the point where T3s cannot take on two or even three marines comfortably, we might start to see an OP marine force because of the sheer fire support that they tote around.

Personally, I'd like to see xenos remain a pretty formidable foe against a bunch of marines with just their rifles and shotguns, and instead see them rely on more common and more varied fire support, like mortars, orbital bombardments, tanks, CAS, et cetera. That's the entire reason for cave systems and what-not, is to keep fire support from being cheesed, so why not make that the strongest marine component? It still leaves the infantry useful, because they're still required to push, but now requisitions and shipside crew get a lot busier (which is good) because they have to load up the CAS, send down mortar equipment, ((load the orbital cannons one day maybe?)), all stuff that makes them feel like they are more directly impacting the round and which gives the marines vastly different gameplay from the aliens.

Not saying that, if this isn't the direction that'll be taken that the other option of evening out the forces on the ground is bad, it's just something that I think would be neat to see.
I think you're taking what was said about xenos being weakened a touch too literally but you have a point. I think it's more to combat certain high tier, high age xenos from being next to unstoppable and robbing victories due to the fact that the marines currently cannot finish off xenos at that stage without ridiculous numbers and enough robustos in the mix. But I'm not sure how you'd balance marines around the support element shipside seeing as CAS is rarely effective, the tank is still a roadblock for many players, mortars and OBs require brainpower that considers a larger scale than what can actually be seen by players. But any efforts on these might be cool as fuck.



Anyway I disappear (blame other games) for a couple of days and things are upside down (hurrah for chaos!). Either way it's nice to see some change around the whole 25% / 75% win rate nonsense to something a little more senseable because it's an utter pain to try and balance something to that extreme with all those plates you need to keep spinning.

Anyway, will this change towards the xeno / marine balance lead to more shipside roles? I'd love to see more ROLES and more to the point CONTENT surrounding them. I'd actually love to see something more of a well oiled machine shipside rather than a couple people putting in work while the rest of the ship goofs off because of the lack of stuff to actually do. Heck MTs tend to SSD most rounds and I'm sure we could have a few more rooms with uses inside the ship.

When it comes to transparency, 'kill all lawyers' as shakespeare would say (if you don't mind me bastardizing the phrase), sucks man but now we have to deal with the rise of (((WHEYLAND - SOYTANY))) that I'm sure people would meme rather well as clerks who can't open a bottle of Soya without the 'manly' muscles of Bill Carson to help open it. (Inb4 BE). I'm a little shocked that you can't claim this as a parody under the fair use act seeing as we have alot of memes, but with some things being a little TOO much along the lines of the lore the lawyers have a hold on, I'm not actually surprised.

Another thing for transparency I'd personally want to see, is some form of stat tracker that the public can see. It's always something of a 'is he salty or genuinely asking?' when it comes to winrates and WHEN exactly they occur (high pop / low pop). Heck logging how many times people go what caste and how often you see certain people play as the commander / queen, (to see who actually wins), might actually help both the community and devs work together now that they actually have the information in front of them instead of behind a hidden wall that only devs have access to where numbers can be tossed out and no one can actually give a fair analysis as to what they think is right and what is actually happening.

Either way, a new direction was needed. The sound of less rules sounds nice as I like a little freeform to play with. Also the way things will be managed sounds like it might actually be better on the whole without people needing to go up the chain constantly over little things like the iron + sugar debate and so on. Anyway! ONWARDS TO A NEW ERA!
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Re: Colonial Marines moving forward

Post by Chuckachu » 11 Jun 2018, 16:13

I'm hopefull because you aren't truly coming into this blind. You've seen everything in action so you can tweak with the backing of what is one of the hardest working coder/spriter crews I've seen in SS13. You steal me the advanced flight mechanics from the Merc server and I'll worship you. ^_^ Otherwise I'll just keep this server forever in my bookmarks and check in everytime I load byond.
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Re: Colonial Marines moving forward

Post by NoahKirchner » 11 Jun 2018, 16:47

Mann handle wrote:
11 Jun 2018, 15:38
I think you're taking what was said about xenos being weakened a touch too literally but you have a point. I think it's more to combat certain high tier, high age xenos from being next to unstoppable and robbing victories due to the fact that the marines currently cannot finish off xenos at that stage without ridiculous numbers and enough robustos in the mix. But I'm not sure how you'd balance marines around the support element shipside seeing as CAS is rarely effective, the tank is still a roadblock for many players, mortars and OBs require brainpower that considers a larger scale than what can actually be seen by players. But any efforts on these might be cool as fuck.



Anyway I disappear (blame other games) for a couple of days and things are upside down (hurrah for chaos!). Either way it's nice to see some change around the whole 25% / 75% win rate nonsense to something a little more senseable because it's an utter pain to try and balance something to that extreme with all those plates you need to keep spinning.

Anyway, will this change towards the xeno / marine balance lead to more shipside roles? I'd love to see more ROLES and more to the point CONTENT surrounding them. I'd actually love to see something more of a well oiled machine shipside rather than a couple people putting in work while the rest of the ship goofs off because of the lack of stuff to actually do. Heck MTs tend to SSD most rounds and I'm sure we could have a few more rooms with uses inside the ship.

When it comes to transparency, 'kill all lawyers' as shakespeare would say (if you don't mind me bastardizing the phrase), sucks man but now we have to deal with the rise of (((WHEYLAND - SOYTANY))) that I'm sure people would meme rather well as clerks who can't open a bottle of Soya without the 'manly' muscles of Bill Carson to help open it. (Inb4 BE). I'm a little shocked that you can't claim this as a parody under the fair use act seeing as we have alot of memes, but with some things being a little TOO much along the lines of the lore the lawyers have a hold on, I'm not actually surprised.

Another thing for transparency I'd personally want to see, is some form of stat tracker that the public can see. It's always something of a 'is he salty or genuinely asking?' when it comes to winrates and WHEN exactly they occur (high pop / low pop). Heck logging how many times people go what caste and how often you see certain people play as the commander / queen, (to see who actually wins), might actually help both the community and devs work together now that they actually have the information in front of them instead of behind a hidden wall that only devs have access to where numbers can be tossed out and no one can actually give a fair analysis as to what they think is right and what is actually happening.

Either way, a new direction was needed. The sound of less rules sounds nice as I like a little freeform to play with. Also the way things will be managed sounds like it might actually be better on the whole without people needing to go up the chain constantly over little things like the iron + sugar debate and so on. Anyway! ONWARDS TO A NEW ERA!
I certainly agree that T1s and T2s should be weak against single marines, but an ancient T3 should be a terrifying prospect for even an entire squad, imo.
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Re: Colonial Marines moving forward

Post by Zartam » 11 Jun 2018, 17:12

Glad CM is in good hands.
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Re: Colonial Marines moving forward

Post by Mann handle » 11 Jun 2018, 17:30

NoahKirchner wrote:
11 Jun 2018, 16:47
I certainly agree that T1s and T2s should be weak against single marines, but an ancient T3 should be a terrifying prospect for even an entire squad, imo.
Thing is that it's often not an ancient T3 that's the issue, in fact those are extremely rare to come by and normally marines are past fucked at that point, I would say that ancients need a tune down from the ridiculous boosts it gets but a T3 that managed to get that old shouldn't get gimped and I highly doubt it's ancient T3s that are on the cards. Maybe younger but not ancient.
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Re: Colonial Marines moving forward

Post by NethIafins » 11 Jun 2018, 18:05

This is not a topic for discussing potential updates and/or changes. Go make a gitlab suggestion.

Stick to the topic
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Re: Colonial Marines moving forward

Post by NoahKirchner » 11 Jun 2018, 18:41

NethIafins wrote:
11 Jun 2018, 18:05
This is not a topic for discussing potential updates and/or changes. Go make a gitlab suggestion.

Stick to the topic
All due respect of course but we are discussing the winrate thing that is a large part of the topic.
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Re: Colonial Marines moving forward

Post by Mark Wilson » 11 Jun 2018, 18:47

Hmm things are gonna be different without apop. But I'm confident in your abilities.

Really curious on how this only general rules thing is gonna turn out, just been following the same rules... for a lonnnnnng time now.
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Re: Colonial Marines moving forward

Post by NoahKirchner » 11 Jun 2018, 18:52

Mark Wilson wrote:
11 Jun 2018, 18:47
Hmm things are gonna be different without apop. But I'm confident in your abilities.

Really curious on how this only general rules thing is gonna turn out, just been following the same rules... for a lonnnnnng time now.
Hopefully the changes that result from it will give MPs more to do and remove some pointless rules like the PO being away from dropship one, etc, and maybe finally get IDs fixed.
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Re: Colonial Marines moving forward

Post by IrishCow » 11 Jun 2018, 20:05

I am okay with and looking forward to the new changes.
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Re: Colonial Marines moving forward

Post by Mobius_None » 11 Jun 2018, 20:40

Well this is definantly an change of events, but I have faith you will do what is best for the game and its players.

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Re: Colonial Marines moving forward

Post by Drownie » 11 Jun 2018, 21:15

We have faith in you, Rah.
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Re: Colonial Marines moving forward

Post by zaniah » 12 Jun 2018, 00:20

butters742 wrote:
11 Jun 2018, 09:33
Wheyland Yutani. Good nuff.
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Re: Colonial Marines moving forward

Post by solidfury7 » 12 Jun 2018, 05:26

Mann handle wrote:
11 Jun 2018, 15:38
I think you're taking what was said about xenos being weakened a touch too literally but you have a point. I think it's more to combat certain high tier, high age xenos from being next to unstoppable and robbing victories due to the fact that the marines currently cannot finish off xenos at that stage without ridiculous numbers and enough robustos in the mix. But I'm not sure how you'd balance marines around the support element shipside seeing as CAS is rarely effective, the tank is still a roadblock for many players, mortars and OBs require brainpower that considers a larger scale than what can actually be seen by players. But any efforts on these might be cool as fuck.



Anyway I disappear (blame other games) for a couple of days and things are upside down (hurrah for chaos!). Either way it's nice to see some change around the whole 25% / 75% win rate nonsense to something a little more senseable because it's an utter pain to try and balance something to that extreme with all those plates you need to keep spinning.

Anyway, will this change towards the xeno / marine balance lead to more shipside roles? I'd love to see more ROLES and more to the point CONTENT surrounding them. I'd actually love to see something more of a well oiled machine shipside rather than a couple people putting in work while the rest of the ship goofs off because of the lack of stuff to actually do. Heck MTs tend to SSD most rounds and I'm sure we could have a few more rooms with uses inside the ship.

When it comes to transparency, 'kill all lawyers' as shakespeare would say (if you don't mind me bastardizing the phrase), sucks man but now we have to deal with the rise of (((WHEYLAND - SOYTANY))) that I'm sure people would meme rather well as clerks who can't open a bottle of Soya without the 'manly' muscles of Bill Carson to help open it. (Inb4 BE). I'm a little shocked that you can't claim this as a parody under the fair use act seeing as we have alot of memes, but with some things being a little TOO much along the lines of the lore the lawyers have a hold on, I'm not actually surprised.

Another thing for transparency I'd personally want to see, is some form of stat tracker that the public can see. It's always something of a 'is he salty or genuinely asking?' when it comes to winrates and WHEN exactly they occur (high pop / low pop). Heck logging how many times people go what caste and how often you see certain people play as the commander / queen, (to see who actually wins), might actually help both the community and devs work together now that they actually have the information in front of them instead of behind a hidden wall that only devs have access to where numbers can be tossed out and no one can actually give a fair analysis as to what they think is right and what is actually happening.

Either way, a new direction was needed. The sound of less rules sounds nice as I like a little freeform to play with. Also the way things will be managed sounds like it might actually be better on the whole without people needing to go up the chain constantly over little things like the iron + sugar debate and so on. Anyway! ONWARDS TO A NEW ERA!
A winrate tracker is possible,

Tracking individual marine stats could cause a lot of lag so that'd be very unlikely to happen, its more so a byond issue.
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Re: Colonial Marines moving forward

Post by Wesmas » 12 Jun 2018, 08:08

What about the winware tracker copying the CO's name? So on each tracker report you have round ID, victor, CO, Queen. You could build a table and add more columns for any other stats you wanted. Total number of marines, how many xenos of each caste there were, ect.
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Re: Colonial Marines moving forward

Post by Sir Lordington » 12 Jun 2018, 11:19

No thanks. I don't think it will be positive for the community to have people being even more obsessed over who's "good" and "bad" as CO or Queen.
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Re: Colonial Marines moving forward

Post by Steelpoint » 12 Jun 2018, 12:06

I have a genuine question.

Has the recent art reworks of the xeno castes at all been influenced by the request from the Fox copyright lawyer? The majority of the Xenomorphs have a very large, non-stereotypical, appearance of the most common Xenomorph. Only the Drone, Sentinel and Lurker are immediately akin to a classic Xenomorph.
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Re: Colonial Marines moving forward

Post by Tylaaaaar » 12 Jun 2018, 13:23

erp legal pls
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Re: Colonial Marines moving forward

Post by Mann handle » 12 Jun 2018, 14:02

Sir Lordington wrote:
12 Jun 2018, 11:19
No thanks. I don't think it will be positive for the community to have people being even more obsessed over who's "good" and "bad" as CO or Queen.
I'd disagree with that line of thinking even though it is valid due to some people really wanting to obsess over such things.

I can see it as a positive addition in terms of seeing in depth as to how marines or xenos lose. After all, a xeno team with symbosis as queen will have a far higher chance compared other xeno teams. Also some commanders have completely different focuses in terms of planning and the goal they have in mind. After all, when the warrior update first came out, it took Heinz's ultra defensive tactics (which is the complete opposite to his normal tactics) to actually break the ice and gain the first marine major which then became the main tactic for people to use. I see it as a way to balance across trends that are appearing or more to the point, strike off those results that are far far away from the standard you'd normally see such as a BR tier queen who is completely new to the game which everyone would see as crippling to the xenos.

It's worth a shot imo, because people already have their very own list of best commanders, queens and so on in their own mind anyway. Look at Carson bringing both dread and shear excitement as soon as he's announced, so nothing would actually change. IF it does become a major issue and a case of over inflated egos we already have rules in place to slap down that shit anyway or one could remove it from the public's eye because this is why we can't have nice things.
solidfury7 wrote:
12 Jun 2018, 05:26
A winrate tracker is possible,

Tracking individual marine stats could cause a lot of lag so that'd be very unlikely to happen, its more so a byond issue.
I'd focus around the commanders and XO mostly along with the queens in a round so tactics would actually be weighed on a balance discussion. After all if marines or xenos were generally shit / handicapped for that round, one could actually say that win is not helpful in an argument due to so and so.

Individuals would indeed cause a silly amount of lag and be completely missing the point of actually having stats for people to discuss balance around.
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Re: Colonial Marines moving forward

Post by Rikman » 13 Jun 2018, 23:12

fuck you fox more like
pox
or cox...
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Re: Colonial Marines moving forward

Post by butters742 » 14 Jun 2018, 14:48

zaniah wrote:
12 Jun 2018, 00:20
Whey Land - Yotani. Good shit
All the marines will be buff meatheads. Increasing the unga in them.

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